Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Class - Fiend Slayer

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

Level Proficiency Bonus Breathing Points Features

1 +2 - Nichirin Blades, Fighting Style, Second Wind


2 +2 - Action Surge, Total Concentration Breath
3 +2 6 + WIS Breathing Style, Breathing Points
4 +2 8 + WIS Ability Score Improvement
5 +3 10 + WIS Extra Attack
6 +3 12 + WIS Breathing Style Feature
7 +3 14 + WIS Total Concentration Breath: Improved
8 +3 16 + WIS Ability Score Improvement
9 +4 18 + WIS Breathing Style Feature
10 +4 20 + WIS Silent Chase
11 +4 22 + WIS Breathing Style Feature
12 +4 24 + WIS Ability Score Improvement
13 +5 26 + WIS Extra Attack (2)
14 +5 28 + WIS Breathing Style Feature
15 +5 30 + WIS Total Concentration Breath: Constant
16 +5 32 + WIS Ability Score Improvement
17 +6 34 + WIS Breathing Style Feature
18 +6 36 + WIS Crimson Red Ore
19 +6 38 + WIS Ability Score Improvement
20 +6 40 + WIS Slayer Mark

CLASS FEATURES
FIEND SLAYER As a gunslinger you gain the following class features.
The Fiend Slayer Corps is an organization that has existed since
ancient times, dedicating its existence to protecting humanity HIT POINTS
from Fiends. There are hundreds of Fiend Slayers within the Hit Dice: 1d10 per slayer level
organization, however they are not officially recognized by the Hit Points at 1st Level: 10 + Constitution modifier
government. Breathing Styles are swordsmanship styles Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier
practiced and taught by the Fiend Slayer Corps. The Breathing per slayer level after 1st
Styles make use of specific and concentrated breathing patterns,
which increase the user's lung capacity and amount of oxygen in PROFICIENCIES
the blood. This increases the user's physical abilities and mental Armor: Light armor
concentration, allowing them to fight on par with Fiend 's, whose Weapons: Simple weapons, Martial weapons, Nichirin Blades
physical prowess surpass that of the average human. Tools: None
Saving Throws: Dexterity, Wisdom
CREATING A FIEND SLAYER Skills: Choose two from Acrobatics, Athletics, History, Insight,
Intimidation, Investigation, Perception, Stealth, and Survival
As you build your Fiend Slayer, remember that you need to have
had a special kind of training to become one. Usually, a slayer
possesses enhanced strength, speed, stamina, agility, mobility of EQUIPMENT
the joints, or extreme resistance to pain. It's even common for You start with the following equipment, in addition to the
some of the swordsmen in the Fiend Slayer Corps to have equipment granted by your background:
naturally enhanced senses, which they use in combination with • (a) any simple weapon or (b) two daggers
existing breathing styles or to develop new breathing styles. • (a) dungeoneer's pack or (b) explorer's pack
Breathing Styles are specific patterns of concentrated breath • Nichirin Blade, leather armor
used to increase the user's lung capacity and the amount of If you are using starting wealth, you have 4d4 x 10 in funds.
oxygen in the blood. This increase allows the slayer to enhance
their physical abilities and mental concentration, enabling them NICHIRIN BLADES
to fight on par with Fiends, whose physical prowess surpasses
that of the average human. Nichirin Blades are extraordinary swords made specifically for
the Fiend Slayer Corps to slay Fiends. Nichirin Blades are forged
with Scarlet Crimson Iron Sand and Scarlet Crimson Ore, both of
QUICK BUILD which are found on high mountains, which is perpetually bathed
You can make a Fiend Slayer quickly by following these in sunlight throughout the year. Fiend Slayer recruits choose
suggestions. First, Dexterity should be your highest ability score, their ore after successfully passing the Final Selection. The ore
followed by Wisdom. Second, choose the Folk Hero background. will then be used by a swordsmith during the forging process,
and the swordsmith will personally bring the weapon to the
Fiend Slayer.
A Nichirin Blade is most commonly a 1d8 slashing sword with the
Versatile property (1d10) and Finesse property, that weighs
around 1,5 kg (3 lbs). Some of the higher-ranked slayers changed

FIEND SLAYER MADE BY LAZARVCK


their style to use a different kind of weapon. They are still • You add your Wisdom modifier to your Armor Class (minimum
formally considered nichirn weapons. of 1) if you are wearing light armor or none.

FIGHTING STYLE • You gain 10 feet of walking speed.

You adopt a particular style of fighting as your specialty. Choose • You may use dexterity, instead of strength, when determining
one of the following options. You can't take a Fighting Style jump distance.
option more than once, even if you later get to choose again.
You may use this a number of times equal to you Proficiency
• Blind Fighting. You have blindsight with a range of 10 feet. Bonus, and you regain use of this feature at the end of a long rest
Within that range, you can effectively see anything that isn't
behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range,
BREATHING POINTS
unless the creature successfully hides from you. At the 3rd level, you are able to concentrate your breathing to
enhance your physical abilities and mental concentration. Your
• Defense. While you are wearing armor, you gain a +1 bonus to fiend slayer level determines the number of points you have, as
AC. shown in the Breathing Points column of the table. You can
spend these points to fuel various features gained in your
• Dueling. When you are wielding a melee weapon in one hand Breathing Style. You regain all spent Breathing Points at the end
and no other weapons, you gain a +2 bonus to damage rolls with of a short rest or long rest.
that weapon.
Saving Throws. Some of your breath forms require your target
• Interception. When a creature you can see hits a target, other to make a saving throw to resist the attack effects. The saving
than you, within 5 feet of you with an attack, you can use your throw DC is calculated as follows:
reaction to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be Breath form save DC = 8 + your proficiency bonus + your Wisdom
wielding a shield or a simple or martial weapon to use this modifier.
reaction.
BREATHING STYLE
• Protection. When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your reaction Starting at 3rd level, you chose a Breath Style. Choose between
to impose disadvantage on the attack roll. You must be wielding the breaths detailed at the end of the class description. Your
a shield or a simple or martial weapon to use this reaction. choice grants you features at 3rd level and again at 6th, 9th,
11th, 14th, and 17th level.
SECOND WIND
ABILITY SCORE IMPROVEMENT
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a bonus When you reach 4th level, and again at 8th, 12th, 16th, and 19th
action to regain hit points equal to 1d10 + your fiend slayer level. level, you can increase one ability score of your choice by 2, or
Once you use this feature, you must finish a short or long rest you can increase two Ability Scores of your choice by 1. As
before you can use it again. normal, you can't increase an ability score above 20 using this
feature.
ACTION SURGE
EXTRA ATTACK
Starting at 2nd level, you can push yourself beyond your normal
limits for a moment. On your turn, you can take one additional Beginning at 5th level, you can attack twice, instead of once,
action. Once you use this feature, you must finish a short or long whenever you take the Attack action on your turn. The number
rest before you can use it again. of attacks increases to three when you reach 13th level in this
class.
TOTAL CONCENTRATION BREATH
TOTAL CONCENTRATION BREATH:
At 2nd Level, you learn to channel your breathing, strengthening
your body, provided that you aren't wearing medium or heavy IMPROVED
armor or using a shield. As a bonus action, you may enter Total At the 7th level, while breathing is activated, you gain the
Concentration which lasts for 1 minute. It ends early if you are additional following benefits:
incapacitated, if you don medium or heavy armor or a shield. You
can also dismiss the Total Concentration at any time (no action ● Your senses become preternaturally attuned to the scent of
required). You must have this active to use a breath form. During fiends. While you are Breathing, you're able to detect the
this time, you gain the following benefits: approximate number of fiends within 18 m (60 ft) of you by
smell.
• You gain advantage on Wisdom (Perception) checks related to
Fiends. A sense of your choice: smell, hearing, or touch.

FIEND SLAYER MADE BY LAZARVCK


● Successful attacks with Nichirin ignores any resistance of Fiend BREATH OF THUNDER
type targets.
Thunder Breathing is a Breathing Style that mimics lightning,
● You have an advantage on saving throws against fiends. specifically swift strikes and movements akin to lightning striking
and the sound of thunder itself, and replicates it with the user's
SILENT CHASE movements, techniques and abilities. Most, if not all, known
techniques and forms involve utilizing blinding speeds to close in
At the 10th level, your footsteps don't make any noise when and swift and insanely fast movements to overwhelm the
walking or running and you have advantage on stealth checks. opponent instantly. The movements of Thunder Breathing are so
Additionally, you may perform the dash action as a bonus action. immense that it creates a sound akin to thunder. Users that have
You may use this a number of times equal to you Proficiency mastered Thunder Breathing visualize themselves seemingly
Bonus, and you regain use of this feature at the end of a long creating and manipulating lightning when unleashing its
rest. techniques. It has been remarked that this combat style focuses
on channeling strength into the user's legs and maximizing the
TOTAL CONCENTRATION BREATH: output of every single muscle and blood vessel in them. This
combat style is very reminiscent of the sword style known as
CONSTANT Iaijutsu.
At the 15th level, you acquire, through vigorous training and
breathing exercises, the ability to constantly use Total FIRST FORM: THUNDERCLAP AND FLASH
Concentration Breathing constantly. You can now use Total Starting when you choose this breathing style at 3rd level, you
Concentration Breathing indefinitely only ending it if you run out can unsheathe your blade, dashes forward at blinding speeds
of breath points or a form would force you out of it. and strikes the opponent faster than they can react. When
making attack you can spend 2 breath points to propel yourself
CRIMSON RED ORE up to 20 ft. in the direction of the target and deal an extra 1d10
Lightning damage. If you still have movement left after hitting
At 18th level, you are so attuned to your nichirin weapon that
the target, you can continue your movement behind the target.
you can call upon the sunlight stored in your nichirin ore to turn
your weapon crimson red for a short time. As a bonus action, you
can activate an effect that makes your attacks deal radiant SECOND FORM: LIGHTNING BALL
damage, instead of their normal damage type, for one minute. At 6th level, the user unleashes five electrified arching slashes all
All your attacks are critical against fiends or creatures that are in a single moment. You can use your action to spend 6 breath
vulnerable to radiant damage. This effect can be used once per points and make a melee attack against one creature within your
long rest. range. On a hit, the target suffers 5d10 Lightning damage +
Wisdom modifier.
SLAYER MARK
At the 20th level, you gain the ability to manifest a mark on your THIRD FORM: THUNDER SWARM
face, called a fiend slayer mark for a short time. Marks differ in At 9th level, the slayer surrounds the enemy with powerful
appearance, ranging from fire like patterns spawning across the waves of electricity and sword slashes that slice up the enemy in
face, to a small wind symbol, dotted on the cheek. As an action, all directions. You can use your action to spend 10 breath points
this mark manifests on your person, granting you the following to generate a spinning wave of lightning in all directions. All
benefits for 1 minute. creatures around you in a 20 ft. radius, must make a Dexterity
saving throw or take 8d8 Lightning damage on a failed save, or
• Your movement speed increases by 20 feet. half as much damage on a successful one.

• You gain a bonus to damage rolls equal to your wisdom


modifier (minimum of 1). FOUTH FORM: DISTANT THUNDER
Starting at 11th level, the swordsman can generate powerful
• You gain resistance to bludgeoning, piercing and slashing lightning strikes in several directions with his blade from a far
damage. distance. You can use your bonus action to spend 8 breath points
and gain 60 ft. range, and all your attack deals lightning damage
• You can see into the transparent world, allowing you to have instead of their normal damage. This form lasts for 1 minute or
advantage on attacks against enemies until you lose your concentration (as if you were concentrating
on a spell).
Once this form is lost, the user will gain 3 levels of exhaustion
and will be unable to manifest the mark again until complete a
long rest. FIFTH FORM: HEAT LIGHTNING
Starting at 14th level, the user can unleash a powerful ranged
electrified sword slash towards an enemy, that continually burns
BREATHING STYLES the flesh and paralyze his opponent. You can use your action to
Fiend slayers choose different approaches to perfecting their spend 12 breath points to send a single, focused, and accurate
fighting prowess, this is reflected in different types of breathing. slashing attack. Choose a creature that you can see within 90 ft.
The breath style you choose to emulate reflects your approach.

FIEND SLAYER MADE BY LAZARVCK


The target must make a Constitution saving throw or take 10d8
Lightning damage and be paralyzed on a failed save, or half as
much damage and suffer no effect on a successful one.

SIXTH FORM: RUMBLE AND FLASH


Starting at 17th level, the slayer can dash forward at blinding
speed to strike his enemy while releases a series of strong ranged
electricity attacks that strike his opponent from multiple
directions. You can use your action to spend 16 (or all your
remaining) breath points to propel yourself up to 300 ft. in the
direction of the target while making a series of strong ranged
attacks that are released toward your enemy. The target must
make a Dexterity saving throw or take 20d10 Lightning damage
on a failed save, or half as much damage on a successful one. If
you still have movement left after hitting the target, you can
continue your movement behind the target.

FIEND SLAYER MADE BY LAZARVCK

You might also like